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CaptureTheFlag

Seeds the capture-the-flag session option, which no longer reaches the game.

This setting has no runtime effect

The engine accepts and loads it, but no gameplay code uses the stored value.

Specification
Applies to
global rules
File
rules.ini
Section
[MultiplayerDefaults]
Value
boolean
When omitted
no
Used by the game
No — loaded but not used

The value seeds a multiplayer session option of the same name as the rules are read, alongside the other [MultiplayerDefaults] options. That option is sent to the other machines during setup, a guest takes the host’s, and a Westwood Online game advertises it — but nothing carries it into the scenario flag the game logic consults.

With the flag on, and with Bases on as well, each house’s BaseUnit is given that house’s own flag as it is placed. Carrying it halves the unit’s speed and stops it cloaking — it shimmers instead — and the flag drops back onto the ground when the unit deploys or is otherwise taken off the map. A house that is defeated has its flag taken away.

See alsoBaseUnit, Bases